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From an indie developer point of view, it cab be literally worse than piracy due to the costs of keys sold on G2A that were originally purchased using stolen money. Some indie developers have literally said they prefer people pirate their games instead of buying them on G2A.

I'd say fairly jangly. The title screen seems to have the music on random select, and apparently they anticipated people doing what I did which is just sit there and listen to the music because if you do it long enough the menu fades away and you're just watching a lady drink beer in a space bar while cool music plays.

I liked the big capital ship black flag but in space style combat in the first one, I'm a bit disappointed that Outlaw looks to only be more small-scale fighter stuff instead but I'll probably still pick it up eventually.

By default not really, you can autopilot a lot of the sections where you’d be flying through open space to a destination, docking is automated and I don’t think there’s a way to turn that off. There are two playstyles that make it a bit harder, “sim” turns off flight assist but keeps aim assist, “Old school” disables both. And both those disable third person view.

I can’t speak to either of those because I’m playing on normal with a Xbox controller.

Unrelated to your question but I just found out if you have a tractor beam you can suck up the pirates floating in space after you blow up their ship and turn them into a station to cash.

By default not really, you can autopilot a lot of the sections where you’d be flying through open space to a destination, docking is automated and I don’t think there’s a way to turn that off. There are two playstyles that make it a bit harder, “sim” turns off flight assist but keeps aim assist, “Old school” disables both. And both those disable third person view.

I can’t speak to either of those because I’m playing on normal with a Xbox controller.

Unrelated to your question but I just found out if you have a tractor beam you can suck up the pirates floating in space after you blow up their ship and turn them into a station to cash.

Is there an option to liberate space slaves? I always waffled on whether i should pick them up because on the one hand contraband, on the other I feel bad just leaving that container out there.

By default not really, you can autopilot a lot of the sections where you’d be flying through open space to a destination, docking is automated and I don’t think there’s a way to turn that off. There are two playstyles that make it a bit harder, “sim” turns off flight assist but keeps aim assist, “Old school” disables both. And both those disable third person view.

I can’t speak to either of those because I’m playing on normal with a Xbox controller.

Unrelated to your question but I just found out if you have a tractor beam you can suck up the pirates floating in space after you blow up their ship and turn them into a station to cash.

Is there an option to liberate space slaves? I always waffled on whether i should pick them up because on the one hand contraband, on the other I feel bad just leaving that container out there.

Liberate? Haven’t seen that yet. These people I suck up to send to jail I can apparently enslave instead, that’s like close to what you wanted right?

Dipped my toe into Griftlands. Got one day into a run and died. It was slightly demoralizing, but I learned a lot about the mechanics and started to get a feel for builds/synergies.

My second run, I made it all the way through the present story content.

The two systems ("battle" and "negotiation") feed into one another in really, really interesting ways. There's the obvious, mechanical way - choosing how to approach a quest based on what they're strong in and which meter of yours is higher. But there's this other way that they interact, where your performance/decisions in one system and impact the other.

Like, okay. Say you wanna rattle a person who wants to fight you. You "negotiate" to intimidate them. If you succeed, they'll be at a disadvantage in the "battle" because you got in their head.

Then say you win that battle. When you get them on the ropes, they try to surrender. You can let them live, and they'll appreciate that. Be your buddy, maybe reward you. Or you can execute them.

In an early battle in my second run, I executed a motherfucker. He was an asshole. And that gave me a card. A negotiation card. I was building a reputation for violence, for following through on threats. It made me more effective at hostile, threatening negotiations. So guess who started getting a lot more aggressive in their problem-solving?

Because I did a brutal thing, I mechanically became more brutal. My decision impacted the way I played, which impacted my decisions, which fed back into how I play. Role-playing games don't usually have this level of narrative/gameplay cohesion. I am DEEPLY impressed.

The story content is currently limited in scope (I saw a lot of repeated stuff just between my first and second runs), so there's still a lot to come. But holy crow am I impressed.

+17

StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular